//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 sirlemonhead, Nuke.YKT This file is part of PCExhumed. PCExhumed is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" #include "engine.h" #include "aistuff.h" #include "sequence.h" #include "exhumed.h" #include "sound.h" #include "player.h" #include "names.h" #include #include BEGIN_PS_NS enum { kMaxBullets = 500 }; // 32 bytes struct Bullet { DExhumedActor* pActor; DExhumedActor* pEnemy; short nSeq; short nFrame; short field_6; short field_8; short nType; short nPitch; short field_E; uint16_t field_10; uint8_t field_12; uint8_t nDoubleDamage; int x; int y; int z; }; FreeListArray BulletList; int lasthitz, lasthitx, lasthity; short lasthitsect; short nRadialBullet = 0; FSerializer& Serialize(FSerializer& arc, const char* keyname, Bullet& w, Bullet* def) { static Bullet nul; if (!def) { def = &nul; if (arc.isReading()) w = {}; } if (arc.BeginObject(keyname)) { arc("seq", w.nSeq, def->nSeq) ("frame", w.nFrame, def->nFrame) ("sprite", w.pActor, def->pActor) ("type", w.nType, def->nType) ("x", w.x, def->x) ("y", w.y, def->y) ("z", w.z, def->z) ("at6", w.field_6, def->field_6) ("at8", w.field_8, def->field_8) ("atc", w.nPitch, def->nPitch) ("ate", w.field_E, def->field_E) ("at10", w.field_10, def->field_10) ("at12", w.field_12, def->field_12) ("at13", w.nDoubleDamage, def->nDoubleDamage) ("enemy", w.pEnemy, def->pEnemy) .EndObject(); } return arc; } void SerializeBullet(FSerializer& arc) { if (arc.BeginObject("bullets")) { arc ("list", BulletList) ("lasthitx", lasthitx) ("lasthity", lasthity) ("lasthitz", lasthitz) ("lasthitsect", lasthitsect) ("radialbullet", nRadialBullet) .EndObject(); } } bulletInfo BulletInfo[] = { { 25, 1, 20, -1, -1, 13, 0, 0, -1 }, { 25, -1, 65000, -1, 31, 73, 0, 0, -1 }, { 15, -1, 60000, -1, 31, 73, 0, 0, -1 }, { 5, 15, 2000, -1, 14, 38, 4, 5, 3 }, { 250, 100, 2000, -1, 33, 34, 4, 20, -1 }, { 200, -1, 2000, -1, 20, 23, 4, 10, -1 }, { 200, -1, 60000, 68, 68, -1, -1, 0, -1 }, { 300, 1, 0, -1, -1, -1, 0, 50, -1 }, { 18, -1, 2000, -1, 18, 29, 4, 0, -1 }, { 20, -1, 2000, 37, 11, 30, 4, 0, -1 }, { 25, -1, 3000, -1, 44, 36, 4, 15, 90 }, { 30, -1, 1000, -1, 52, 53, 4, 20, 48 }, { 20, -1, 3500, -1, 54, 55, 4, 30, -1 }, { 10, -1, 5000, -1, 57, 76, 4, 0, -1 }, { 40, -1, 1500, -1, 63, 38, 4, 10, 40 }, { 20, -1, 2000, -1, 60, 12, 0, 0, -1 }, { 5, -1, 60000, -1, 31, 76, 0, 0, -1 } }; void InitBullets() { BulletList.Clear(); } int GrabBullet() { int grabbed = BulletList.Get(); if (grabbed < 0) return -1; BulletList[grabbed].pEnemy = nullptr; return grabbed; } void DestroyBullet(short nBullet) { auto pActor = BulletList[nBullet].pActor; auto pSprite = &pActor->s(); runlist_DoSubRunRec(BulletList[nBullet].field_6); runlist_DoSubRunRec(pSprite->lotag - 1); runlist_SubRunRec(BulletList[nBullet].field_8); StopActorSound(pActor); DeleteActor(pActor); BulletList.Release(nBullet); } void IgniteSprite(DExhumedActor* pActor) { auto pSprite = &pActor->s(); pSprite->hitag += 2; auto pAnimActor = BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 40, 20); if (pAnimActor) { pAnimActor->pTarget = pActor; ChangeActorStat(pAnimActor, kStatIgnited); short yRepeat = (tileHeight(pAnimActor->s().picnum) * 32) / nFlameHeight; if (yRepeat < 1) yRepeat = 1; pAnimActor->s().yrepeat = (uint8_t)yRepeat; } } void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActor* pHitActor, int x, int y, int z, int nSector) { assert(nSector >= 0 && nSector < kMaxSectors); bulletInfo *pBulletInfo = &BulletInfo[pBullet->nType]; auto pHitSprite = &pHitActor->s(); short nStat = pHitSprite->statnum; switch (pBullet->nType) { case 3: { if (nStat > 107 || nStat == kStatAnubisDrum) { return; } pHitSprite->hitag++; if (pHitSprite->hitag == 15) { IgniteSprite(pHitActor); } if (!RandomSize(2)) { BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags); } return; } case 14: { if (nStat > 107 || nStat == kStatAnubisDrum) { return; } // else - fall through to below cases [[fallthrough]]; } case 1: case 2: case 8: case 9: case 12: case 13: case 15: case 16: { // loc_29E59 if (!nStat || nStat > 98) { break; } auto pActor = pBullet->pActor; spritetype *pSprite = &pActor->s(); if (nStat == kStatAnubisDrum) { short nAngle = (pSprite->ang + 256) - RandomSize(9); pHitSprite->xvel = bcos(nAngle, 1); pHitSprite->yvel = bsin(nAngle, 1); pHitSprite->zvel = (-(RandomSize(3) + 1)) << 8; } else { int xVel = pHitSprite->xvel; int yVel = pHitSprite->yvel; pHitSprite->xvel = bcos(pSprite->ang, -2); pHitSprite->yvel = bsin(pSprite->ang, -2); MoveCreature(pHitActor); pHitSprite->xvel = xVel; pHitSprite->yvel = yVel; } break; } default: break; } // BHS_switchBreak: short nDamage = pBulletInfo->nDamage; if (pBullet->nDoubleDamage > 1) { nDamage *= 2; } runlist_DamageEnemy(pHitActor, pBulletActor, nDamage); if (nStat <= 90 || nStat >= 199) { BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags); return; } switch (nStat) { case kStatDestructibleSprite: break; case kStatAnubisDrum: case 102: case kStatExplodeTrigger: case kStatExplodeTarget: BuildAnim(nullptr, 12, 0, x, y, z, nSector, 40, 0); break; default: BuildAnim(nullptr, 39, 0, x, y, z, nSector, 40, 0); if (pBullet->nType > 2) { BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags); } break; } } void BackUpBullet(int *x, int *y, short nAngle) { *x -= bcos(nAngle, -11); *y -= bsin(nAngle, -11); } int MoveBullet(short nBullet) { short hitsect = -1; short hitwall = -1; DExhumedActor* hitactor = nullptr; Bullet *pBullet = &BulletList[nBullet]; short nType = pBullet->nType; bulletInfo *pBulletInfo = &BulletInfo[nType]; auto pActor = BulletList[nBullet].pActor; spritetype *pSprite = &pActor->s(); int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; // ebx short nSectFlag = SectFlag[pSprite->sectnum]; int x2, y2, z2; int nVal = 0; Collision coll; if (pBullet->field_10 < 30000) { auto pEnemyActor = BulletList[nBullet].pEnemy; if (pEnemyActor) { if (!(pEnemyActor->s().cstat & 0x101)) BulletList[nBullet].pEnemy = nullptr; else { coll = AngleChase(pActor, pEnemyActor, pBullet->field_10, 0, 16); goto MOVEEND; } } if (nType == 3) { if (pBullet->field_E < 8) { pSprite->xrepeat -= 1; pSprite->yrepeat += 8; pBullet->z -= 200; if (pSprite->shade < 90) { pSprite->shade += 35; } if (pBullet->field_E == 3) { pBullet->nSeq = 45; pBullet->nFrame = 0; pSprite->xrepeat = 40; pSprite->yrepeat = 40; pSprite->shade = 0; pSprite->z += 512; } } else { pSprite->xrepeat += 4; pSprite->yrepeat += 4; } } coll = movesprite(pActor, pBullet->x, pBullet->y, pBullet->z, pSprite->clipdist >> 1, pSprite->clipdist >> 1, CLIPMASK1); MOVEEND: if (coll.type || coll.exbits) { nVal = 1; x2 = pSprite->x; y2 = pSprite->y; z2 = pSprite->z; hitsect = pSprite->sectnum; #if 0 // Original code. This was producing some beautiful undefined behavior in the first case because the index can be anything, not just a wall. if (coll.exbits) { hitwall = coll & 0x3FFF; goto HITWALL; } else { switch (coll & 0xc000) { case 0x8000: hitwall = coll & 0x3FFF; goto HITWALL; case 0xc000: hitsprite = coll & 0x3FFF; goto HITSPRITE; } } #else switch (coll.type) { case kHitWall: hitwall = coll.index; goto HITWALL; case 0xc000: if (!coll.exbits) { hitactor = coll.actor; goto HITSPRITE; } } #endif } nVal = coll.type || coll.exbits? 1:0; // pSprite->sectnum may have changed since we set nSectFlag ? short nFlagVal = nSectFlag ^ SectFlag[pSprite->sectnum]; if (nFlagVal & kSectUnderwater) { DestroyBullet(nBullet); nVal = 1; } if (nVal == 0 && nType != 15 && nType != 3) { AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (pSprite->pal != 5) { pSprite->pal = 1; } } } else { nVal = 1; if (BulletList[nBullet].pEnemy) { hitactor = BulletList[nBullet].pEnemy; auto hitsprite = &hitactor->s(); x2 = hitsprite->x; y2 = hitsprite->y; z2 = hitsprite->z - (GetActorHeight(hitactor) >> 1); hitsect = hitsprite->sectnum; } else { vec3_t startPos = { x, y, z }; hitdata_t hitData; int dz; if (bVanilla) dz = -bsin(pBullet->nPitch, 3); else dz = -pBullet->nPitch * 512; hitscan(&startPos, pSprite->sectnum, bcos(pSprite->ang), bsin(pSprite->ang), dz, &hitData, CLIPMASK1); x2 = hitData.pos.x; y2 = hitData.pos.y; z2 = hitData.pos.z; hitactor = GetActor(hitData); hitsect = hitData.sect; hitwall = hitData.wall; } lasthitx = x2; lasthity = y2; lasthitz = z2; lasthitsect = hitsect; if (hitactor) { HITSPRITE: auto hitsprite = &hitactor->s(); if (pSprite->pal == 5 && hitsprite->statnum == 100) { short nPlayer = GetPlayerFromActor(hitactor); if (!PlayerList[nPlayer].bIsMummified) { PlayerList[nPlayer].bIsMummified = true; SetNewWeapon(nPlayer, kWeaponMummified); } } else { BulletHitsSprite(pBullet, pActor->pTarget, hitactor, x2, y2, z2, hitsect); } } else if (hitwall > -1) { HITWALL: if (wall[hitwall].picnum == kEnergy1) { short nSector = wall[hitwall].nextsector; if (nSector > -1) { short nDamage = BulletInfo[pBullet->nType].nDamage; if (pBullet->nDoubleDamage > 1) { nDamage *= 2; } short nNormal = GetWallNormal(hitwall) & kAngleMask; runlist_DamageEnemy(sector[nSector].extra, nNormal, nDamage); } } } if (hitsect > -1) // NOTE: hitsect can be -1. this check wasn't in original code. TODO: demo compatiblity? { if (hitactor == nullptr && hitwall < 0) { if ((SectBelow[hitsect] >= 0 && (SectFlag[SectBelow[hitsect]] & kSectUnderwater)) || SectDepth[hitsect]) { pSprite->x = x2; pSprite->y = y2; pSprite->z = z2; BuildSplash(pActor, hitsect); } else { BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2, hitsect, 40, pBulletInfo->nFlags); } } else { if (hitwall >= 0) { BackUpBullet(&x2, &y2, pSprite->ang); if (nType != 3 || RandomSize(2) == 0) { int zOffset = RandomSize(8) << 3; if (!RandomBit()) { zOffset = -zOffset; } // draws bullet puff on walls when they're shot BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset + -4096, hitsect, 40, pBulletInfo->nFlags); } } else { pSprite->x = x2; pSprite->y = y2; pSprite->z = z2; ChangeActorSect(pActor, hitsect); } if (BulletInfo[nType].nRadius) { nRadialBullet = nType; runlist_RadialDamageEnemy(pActor, pBulletInfo->nDamage, pBulletInfo->nRadius); nRadialBullet = -1; AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 128); } } } DestroyBullet(nBullet); } return nVal; } void SetBulletEnemy(short nBullet, DExhumedActor* pEnemy) { if (nBullet >= 0) { BulletList[nBullet].pEnemy = pEnemy; } } DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int nAngle, DExhumedActor* pTarget, int nDoubleDamage) { auto pSprite = &pActor->s(); Bullet sBullet; bulletInfo *pBulletInfo = &BulletInfo[nType]; int nPitch = 0; if (pBulletInfo->field_4 > 30000) { if (pTarget) { spritetype *pTargetSprite = &pTarget->s(); // assert(pTargetSprite->sectnum <= kMaxSectors); if (pTargetSprite->cstat & 0x101) { sBullet.nType = nType; sBullet.nDoubleDamage = nDoubleDamage; sBullet.pActor = insertActor(pSprite->sectnum, 200); sBullet.pActor->s().ang = nAngle; int nHeight = GetActorHeight(pTarget); assert(pTargetSprite->sectnum >= 0 && pTargetSprite->sectnum < kMaxSectors); BulletHitsSprite(&sBullet, pActor, pTarget, pTargetSprite->x, pTargetSprite->y, pTargetSprite->z - (nHeight >> 1), pTargetSprite->sectnum); DeleteActor(sBullet.pActor); return nullptr; } else { nPitch = 0; } } } int nBullet = GrabBullet(); if (nBullet < 0) { return nullptr; } short nSector; if (pSprite->statnum == 100) { nSector = PlayerList[GetPlayerFromActor(pActor)].nPlayerViewSect; } else { nSector = pSprite->sectnum; } auto pBulletActor = insertActor(nSector, 200); auto pBulletSprite = &pBulletActor->s(); int nHeight = GetActorHeight(pActor); nHeight = nHeight - (nHeight >> 2); if (nZOffset == -1) { nZOffset = -nHeight; } pBulletSprite->x = pSprite->x; pBulletSprite->y = pSprite->y; pBulletSprite->z = pSprite->z; Bullet *pBullet = &BulletList[nBullet]; pBullet->pEnemy = nullptr; pBulletSprite->cstat = 0; pBulletSprite->shade = -64; if (pBulletInfo->nFlags & 4) { pBulletSprite->pal = 4; } else { pBulletSprite->pal = 0; } pBulletSprite->clipdist = 25; short nRepeat = pBulletInfo->xyRepeat; if (nRepeat < 0) { nRepeat = 30; } pBulletSprite->xrepeat = (uint8_t)nRepeat; pBulletSprite->yrepeat = (uint8_t)nRepeat; pBulletSprite->xoffset = 0; pBulletSprite->yoffset = 0; pBulletSprite->ang = nAngle; pBulletSprite->xvel = 0; pBulletSprite->yvel = 0; pBulletSprite->zvel = 0; pBulletSprite->lotag = runlist_HeadRun() + 1; pBulletSprite->extra = -1; pBulletSprite->hitag = 0; pBulletActor->pTarget = pActor; pBulletActor->nPhase = nBullet; // GrabTimeSlot(3); pBullet->field_10 = 0; pBullet->field_E = pBulletInfo->field_2; pBullet->nFrame = 0; short nSeq; if (pBulletInfo->field_8 != -1) { pBullet->field_12 = 0; nSeq = pBulletInfo->field_8; } else { pBullet->field_12 = 1; nSeq = pBulletInfo->nSeq; } pBullet->nSeq = nSeq; pBulletSprite->picnum = seq_GetSeqPicnum(nSeq, 0, 0); if (nSeq == kSeqBullet) { pBulletSprite->cstat |= 0x8000; } pBullet->nPitch = nPitch; pBullet->nType = nType; pBullet->pActor = pBulletActor; pBullet->field_6 = runlist_AddRunRec(pBulletSprite->lotag - 1, nBullet, 0xB0000); pBullet->field_8 = runlist_AddRunRec(NewRun, nBullet, 0xB0000); pBullet->nDoubleDamage = nDoubleDamage; pBulletSprite->z += nZOffset; pBulletSprite->backuppos(); int var_18; nSector = pBulletSprite->sectnum; while (pBulletSprite->z < sector[nSector].ceilingz) { if (SectAbove[nSector] == -1) { pBulletSprite->z = sector[nSector].ceilingz; break; } nSector = SectAbove[nSector]; ChangeActorSect(pBulletActor, nSector); } if (pTarget == nullptr) { var_18 = (-bsin(nPitch) * pBulletInfo->field_4) >> 11; } else { auto pTargetSprite = &pTarget->s(); if ((unsigned int)pBulletInfo->field_4 > 30000) { BulletList[nBullet].pEnemy = pTarget; } else { nHeight = GetActorHeight(pTarget); if (pTargetSprite->statnum == 100) { nHeight -= nHeight >> 2; } else { nHeight -= nHeight >> 1; } int var_20 = pTargetSprite->z - nHeight; int x, y; if (pActor != nullptr && pSprite->statnum != 100) { x = pTargetSprite->x; y = pTargetSprite->y; if (pTargetSprite->statnum != 100) { x += (pTargetSprite->xvel * 20) >> 6; y += (pTargetSprite->yvel * 20) >> 6; } else { int nPlayer = GetPlayerFromActor(pTarget); if (nPlayer > -1) { x += PlayerList[nPlayer].nPlayerDX * 15; y += PlayerList[nPlayer].nPlayerDY * 15; } } x -= pBulletSprite->x; y -= pBulletSprite->y; nAngle = GetMyAngle(x, y); pSprite->ang = nAngle; } else { // loc_2ABA3: x = pTargetSprite->x - pBulletSprite->x; y = pTargetSprite->y - pBulletSprite->y; } int nSqrt = lsqrt(y*y + x*x); if ((unsigned int)nSqrt > 0) { var_18 = ((var_20 - pBulletSprite->z) * pBulletInfo->field_4) / nSqrt; } else { var_18 = 0; } } } pBullet->z = 0; pBullet->x = (pSprite->clipdist << 2) * bcos(nAngle); pBullet->y = (pSprite->clipdist << 2) * bsin(nAngle); BulletList[nBullet].pEnemy = nullptr; if (MoveBullet(nBullet)) { pBulletActor = nullptr; } else { pBullet->field_10 = pBulletInfo->field_4; pBullet->x = bcos(nAngle, -3) * pBulletInfo->field_4; pBullet->y = bsin(nAngle, -3) * pBulletInfo->field_4; pBullet->z = var_18 >> 3; } return pBulletActor; } void AIBullet::Tick(RunListEvent* ev) { short nBullet = RunData[ev->nRun].nObjIndex; assert(nBullet >= 0 && nBullet < kMaxBullets); short nSeq = SeqOffsets[BulletList[nBullet].nSeq]; auto pActor = BulletList[nBullet].pActor; auto pSprite = &pActor->s(); short nFlag = FrameFlag[SeqBase[nSeq] + BulletList[nBullet].nFrame]; seq_MoveSequence(pActor, nSeq, BulletList[nBullet].nFrame); if (nFlag & 0x80) { BuildAnim(nullptr, 45, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 0); } BulletList[nBullet].nFrame++; if (BulletList[nBullet].nFrame >= SeqSize[nSeq]) { if (!BulletList[nBullet].field_12) { BulletList[nBullet].nSeq = BulletInfo[BulletList[nBullet].nType].nSeq; BulletList[nBullet].field_12++; } BulletList[nBullet].nFrame = 0; } if (BulletList[nBullet].field_E != -1 && --BulletList[nBullet].field_E == 0) { DestroyBullet(nBullet); } else { MoveBullet(nBullet); } } void AIBullet::Draw(RunListEvent* ev) { short nBullet = RunData[ev->nRun].nObjIndex; assert(nBullet >= 0 && nBullet < kMaxBullets); short nSeq = SeqOffsets[BulletList[nBullet].nSeq]; short nSprite2 = ev->nParam; ev->pTSprite->statnum = 1000; if (BulletList[nBullet].nType == 15) { seq_PlotArrowSequence(ev->nParam, nSeq, BulletList[nBullet].nFrame); } else { seq_PlotSequence(ev->nParam, nSeq, BulletList[nBullet].nFrame, 0); ev->pTSprite->owner = -1; } } void FuncBullet(int nObject, int nMessage, int nDamage, int nRun) { AIBullet ai; runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun); } END_PS_NS